/*
 * @Descripttion:
 * @version:
 * @Author: JinYiGao
 * @Date: 2021-08-29 16:12:39
 * @LastEditors: JinYiGao
 * @LastEditTime: 2021-08-29 16:12:39
 */

#define STB_IMAGE_IMPLEMENTATION 1

#include <utils/model.h>

unsigned int TextureFromFile(const char *path, const string &directory, bool gamma = false);

unsigned int TextureFromFile(const char *path, const string &directory, bool gamma) {
    string filename = string(path);
    filename = directory + '/' + filename;

    unsigned int textureID;
    glGenTextures(1, &textureID);

    int width, height, nrComponents;
    unsigned char *data = stbi_load(filename.c_str(), &width, &height, &nrComponents, 0);
    if (data) {
        GLenum format;
        if (nrComponents == 1)
            format = GL_RED;
        else if (nrComponents == 3)
            format = GL_RGB;
        else if (nrComponents == 4)
            format = GL_RGBA;

        glBindTexture(GL_TEXTURE_2D, textureID);
        glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
        glGenerateMipmap(GL_TEXTURE_2D);

        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

        stbi_image_free(data);
    } else {
        std::cout << "Texture failed to load at path: " << path << std::endl;
        stbi_image_free(data);
    }

    return textureID;
}

Model::Model() {}

Model::~Model() {}

Model::Model(string const &path, bool gamma) {
    this->gammaCorrection = gamma;
    // 加载模型
    loadModel(path);
}

// Draw
void Model::Draw(Shader *shader) {
    for (unsigned int i = 0; i < meshes.size(); i++)
        meshes[i].Draw(shader);
}

void Model::loadModel(string const &path) {
    Assimp::Importer importer;
    // 场景加载
    const aiScene *scene = importer.ReadFile(path, aiProcess_Triangulate | aiProcess_GenSmoothNormals |
                                                       aiProcess_FlipUVs | aiProcess_CalcTangentSpace);
    // check for errors
    if (!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode) // if is Not Zero
    {
        cout << "ERROR::ASSIMP:: " << importer.GetErrorString() << endl;
        return;
    }
    // 获取模型文件的目录路径
    directory = path.substr(0, path.find_last_of('/'));

    // 节点递归处理
    processNode(scene->mRootNode, scene);
}

void Model::processNode(aiNode *node, const aiScene *scene) {
    // 处理当前节点下所有Mesh
    for (unsigned int i = 0; i < node->mNumMeshes; i++) {
        // the node object only contains indices to index the actual objects in the scene.
        // the scene contains all the data, node is just to keep stuff organized (like relations between nodes).
        aiMesh *mesh = scene->mMeshes[node->mMeshes[i]];
        meshes.push_back(processMesh(mesh, scene));
    }
    // // 递归处理子节点
    for (unsigned int i = 0; i < node->mNumChildren; i++) {
        processNode(node->mChildren[i], scene);
    }
}

Mesh Model::processMesh(aiMesh *mesh, const aiScene *scene) {
    vector<Vertex> vertices;
    vector<GLuint> indices;
    vector<Texture> textures;

    // walk through each of the mesh's vertices
    for (unsigned int i = 0; i < mesh->mNumVertices; i++) {
        Vertex vertex;
        Eigen::Vector3f vector;
        // positions
        vector.x() = mesh->mVertices[i].x;
        vector.y() = mesh->mVertices[i].y;
        vector.z() = mesh->mVertices[i].z;
        vertex.Position = vector;
        // normals
        if (mesh->HasNormals()) {
            vector.x() = mesh->mNormals[i].x;
            vector.y() = mesh->mNormals[i].y;
            vector.z() = mesh->mNormals[i].z;
            vertex.Normal = vector;
        }
        // texture coordinates
        if (mesh->mTextureCoords[0]) // 先判断是否包含纹理坐标
        {
            Eigen::Vector2f vec;
            // a vertex can contain up to 8 different texture coordinates. We thus make the assumption that we won't
            // use models where a vertex can have multiple texture coordinates so we always take the first set (0).
            vec.x() = mesh->mTextureCoords[0][i].x;
            vec.y() = mesh->mTextureCoords[0][i].y;
            vertex.TexCoords = vec;
            // tangent
            vector.x() = mesh->mTangents[i].x;
            vector.y() = mesh->mTangents[i].y;
            vector.z() = mesh->mTangents[i].z;
            vertex.Tangent = vector;
            // bitangent
            vector.x() = mesh->mBitangents[i].x;
            vector.y() = mesh->mBitangents[i].y;
            vector.z() = mesh->mBitangents[i].z;
            vertex.Bitangent = vector;
        } else
            vertex.TexCoords = Eigen::Vector2f(0.0f, 0.0f);

        vertices.push_back(vertex);
    }
    // now wak through each of the mesh's faces (a face is a mesh its triangle) and retrieve the corresponding vertex
    // indices.
    for (unsigned int i = 0; i < mesh->mNumFaces; i++) {
        aiFace face = mesh->mFaces[i];
        // retrieve all indices of the face and store them in the indices vector
        for (unsigned int j = 0; j < face.mNumIndices; j++)
            indices.push_back(face.mIndices[j]);
    }
    // process materials
    aiMaterial *material = scene->mMaterials[mesh->mMaterialIndex];
    // we assume a convention for sampler names in the shaders. Each diffuse texture should be named
    // as 'texture_diffuseN' where N is a sequential number ranging from 1 to MAX_SAMPLER_NUMBER.
    // Same applies to other texture as the following list summarizes:
    // diffuse: texture_diffuseN
    // specular: texture_specularN
    // normal: texture_normalN

    // 1. diffuse maps
    vector<Texture> diffuseMaps = loadMaterialTextures(material, aiTextureType_DIFFUSE, "texture_diffuse");
    textures.insert(textures.end(), diffuseMaps.begin(), diffuseMaps.end());
    // 2. specular maps
    vector<Texture> specularMaps = loadMaterialTextures(material, aiTextureType_SPECULAR, "texture_specular");
    textures.insert(textures.end(), specularMaps.begin(), specularMaps.end());
    // 3. normal maps
    std::vector<Texture> normalMaps = loadMaterialTextures(material, aiTextureType_HEIGHT, "texture_normal");
    textures.insert(textures.end(), normalMaps.begin(), normalMaps.end());
    // 4. height maps
    std::vector<Texture> heightMaps = loadMaterialTextures(material, aiTextureType_AMBIENT, "texture_height");
    textures.insert(textures.end(), heightMaps.begin(), heightMaps.end());

    return Mesh(vertices, indices, textures);
}

vector<Texture> Model::loadMaterialTextures(aiMaterial *mat, aiTextureType type, string typeName) {
    vector<Texture> textures;
    for (unsigned int i = 0; i < mat->GetTextureCount(type); i++) {
        aiString str;
        mat->GetTexture(type, i, &str);
        // check if texture was loaded before and if so, continue to next iteration: skip loading a new texture
        bool skip = false;
        for (unsigned int j = 0; j < textures_loaded.size(); j++) {
            if (std::strcmp(textures_loaded[j].path.data(), str.C_Str()) == 0) {
                textures.push_back(textures_loaded[j]);
                skip = true; // a texture with the same filepath has already been loaded, continue to next one.
                             // (optimization)
                break;
            }
        }
        if (!skip) { // if texture hasn't been loaded already, load it
            Texture texture;
            texture.id = TextureFromFile(str.C_Str(), this->directory);
            texture.type = typeName;
            texture.path = str.C_Str();
            textures.push_back(texture);
            textures_loaded.push_back(texture); // store it as texture loaded for entire model, to ensure we won't
                                                // unnecesery load duplicate textures.
        }
    }
    return textures;
}